Project crash error when running in standalone game and packaging and cook (4-20, 4-21, etc.)

Hi all, I’m having a serious problem with a small project in Unreal Engine 5, it’s all working fine, but when I try to run the game as a standalone process I get the following error, the game window is black and then crashes:
mycrashlogs.7z (117.6 KB)

Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x0000000000000000
UnrealEditor_Engine
UnrealEditor_Engine
UnrealEditor_Engine
UnrealEditor_Engine
UnrealEditor_Engine
UnrealEditor_Engine
UnrealEditor
UnrealEditor
UnrealEditor
UnrealEditor
UnrealEditor
kernel32
ntdll

I tried to bake the project before this, but it gave more serious errors, I’m not sure the output log is still there, but I remember a lot of “unownfunction” errors. I have tried deleting the project folder and the engine APPDATA folder and verified the engine files with the epic launcher as others have suggested, they are all invalid. And only this one project has this situation, the newly created blank project can run normally, so I tried to migrate the asset file to a new project and then reconfigure it, and the same error occurred, I don’t know the reason…
[These are translated using Google]

To get any valuable data from the call stack instead of just something basic as “UnrealEditor_Engine”, install Editor Debug Symbols from the launcher.

Glanced over your log and didn’t see anything weird. Are you sure this is the right log from when it crashed?

I have Editor Debug Symbols installed, how do I need to use it? I only have simple code development experience
Now my game packs fine, but when I run the exe it shows a fatal error followed by the same engine crash error as above.

Now he has a new error

Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x0000000000000000
UnrealEditor_Engine!APlayerCameraManager::UpdateViewTarget() [D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\PlayerCameraManager.cpp:528]
UnrealEditor_Engine!APlayerCameraManager::DoUpdateCamera() [D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\PlayerCameraManager.cpp:1014]
UnrealEditor_Engine!APlayerCameraManager::UpdateCamera() [D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\PlayerCameraManager.cpp:924]
UnrealEditor_Engine!APlayerController::UpdateCameraManager() [D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\PlayerController.cpp:5411]
UnrealEditor_Engine!UWorld::Tick() [D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\LevelTick.cpp:1656]
UnrealEditor_Engine!UGameEngine::Tick() [D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\GameEngine.cpp:1811]
UnrealEditor!FEngineLoop::Tick() [D:\build++UE5\Sync\Engine\Source\Runtime\Launch\Private\LaunchEngineLoop.cpp:5032]
UnrealEditor!GuardedMain() [D:\build++UE5\Sync\Engine\Source\Runtime\Launch\Private\Launch.cpp:171]
UnrealEditor!GuardedMainWrapper() [D:\build++UE5\Sync\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:137]
UnrealEditor!WinMain() [D:\build++UE5\Sync\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:268]
UnrealEditor!__scrt_common_main_seh() [d:\agent_work\5\s\src\vctools\crt\vcstartup\src\startup\exe_common.inl:288]
kernel32
ntdll

I created a camera blueprint as the main menu’s perspective, could this be the problem?

ok this is a blueprint bug, i converted a camera into a blueprint class and set it to auto activate to the player but it works fine inside the editor,thank you all.

1 Like